1/28/13 Administrative • Next assignment available – Next three slides – Goals of assignment: L6: Memory Hierarchy Optimization IV, Bandwidth Optimization – simple memory hierarchy management – block-thread decomposition tradeoff – Due Friday, Feb. 8, 5PM – Use handin program on CADE machines • “handin CS6235 lab2 <probfile>” 1 CS6235 L5: Memory Hierarchy, III CS6235 Assignment 2: Memory Hierarchy Optimization Due Fri day, February 8 at 5PM Sobel edge detection: Find the boundaries of the image where there is significant difference as compared to neighboring “pixels” and replace values to find edges J U I J I sum1 only CS6963 sum2 only E for (i = 1; i < ImageNRows -­‐ 1; i++) for ( j = 1; j < ImageNCols -­‐1; j++) { sum1 = u[i-­‐1][j+1] -­‐ u[i-­‐1][j-­‐1] + 2 * u[i][j+1] -­‐ 2 * u[i][j-­‐1] + u[i+1][j+1] -­‐ u[i+1][j-­‐1]; sum2 = u[i-­‐1][j-­‐1] + 2 * u[i-­‐1][j] + u[i-­‐1][j+1] -­‐ u[i+1][j-­‐1] -­‐ 2 * u[i+1][j] -­‐ u[i+1][j+1]; 2 Example Input Output magnitude = sum1*sum1 + sum2*sum2; if (magnitude > THRESHOLD) e[i][j] = 255; else e[i][j] = 0; } both 3" L4: Memory Hierarchy I 1 1/28/13 General Approach Overview 0. Provided a. Input file b. Sample output file c. CPU implementation 1. • Bandwidth optimization Structure a. b. 2. • Global memory coalescing • Avoiding shared memory bank conflicts • A few words on alignment Compare CPU version and GPU version output [compareInt] Time performance of two GPU versions (see 2 & 3 below) [EventRecord] GPU version 1 (partial credit if correct) implementation using global memory 3. GPU version 2 (highest points to best performing versions) use memory hierarchy optimizations from previous, current lecture • Reading: – Chapter 4, Kirk and Hwu – Chapter 5, Kirk and Hwu – Sections 3.2.4 (texture memory) and 5.1.2 (bandwidth optimizations) of NVIDIA CUDA Programming Guide 4. Extra credit: Try two different block / thread decompositions. What happens if you use more threads versus more blocks? What if you do more work per thread? Explain your choices in a README file. Handin using the following on CADE machines, where probfile includes all files “handin cs6235 lab2 <probfile>” CS6235 Overview of Texture Memory • Recall, texture cache of read-only data • Special protocol for allocating and copying to GPU – texture<Type, Dim, ReadMode> texRef; • Dim: 1, 2 or 3D objects • Special protocol for accesses (macros) – tex2D(<name>,dim1,dim2); • In full glory can also apply functions to textures • Writing possible, but unsafe if followed by read in same kernel 6" L6: Memory Hierarchy IV Using Texture Memory (simpleTexture project from SDK) cudaMalloc( (void**) &d_data, size); cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat); cudaArray* cu_array; cudaMallocArray( &cu_array, &channelDesc, width, height ); cudaMemcpyToArray( cu_array, 0, 0, h_data, size, cudaMemcpyHostToDevice); // set texture parameters tex.addressMode[0] = tex.addressMode[1] = cudaAddressModeWrap; tex.filterMode = cudaFilterModeLinear; tex.normalized = true; cudaBindTextureToArray( tex,cu_array, channelDesc); // execute the kernel transformKernel<<< dimGrid, dimBlock, 0 >>>( d_data, width, height, angle); Kernel function: // declare texture reference for 2D float texture texture<float, 2, cudaReadModeElementType> tex; … = tex2D(tex,i,j); CS6235 L5: Memory Hierarchy, 3 CS6235 L5: Memory Hierarchy, 3 2 1/28/13 When to use Texture (and Surface) Memory (From 5.3 of CUDA manual) Reading device memory through texture or surface fetching present some benefits that can make it an advantageous alternative to reading device memory from global or constant memory: • If memory reads to global or constant memory will not be coalesced, higher bandwidth can be achieved providing that there is locality in the texture fetches or surface reads (this is less likely for devices of compute capability 2.x given that global memory reads are cached on these devices); • Addressing calculations are performed outside the kernel by dedicated units; • Packed data may be broadcast to separate variables in a single operation; • 8-bit and 16-bit integer input data may be optionally converted to 32-bit floating-point values in the range [0.0, 1.0] or [-1.0, 1.0] (see Section 3.2.4.1.1). L5: Memory Hierarchy, 3 Introduction to Memory System • Recall execution model for a multiprocessor – Scheduling unit: A “warp” of threads is issued at a time (32 threads in current chips) – Execution unit: Each cycle, 8 “cores” or SPs are executing (32 cores in a Fermi) – Memory unit: Memory system scans a “half warp” or 16 threads for data to be loaded; (full warp for Fermi) CS6235 Global Memory Accesses • Each thread issues memory accesses to data types of varying sizes, perhaps as small as 1 byte entities • Given an address to load or store, memory returns/updates “segments” of either 32 bytes, 64 bytes or 128 bytes • Maximizing bandwidth: – Operate on an entire 128 byte segment for each memory transfer 10" L6: Memory Hierarchy IV Understanding Global Memory Accesses Memory protocol for compute capability 1.2 and 1.3* (CUDA Manual 5.1.2.1 and Appendix A.1) • Start with memory request by smallest numbered thread. Find the memory segment that contains the address (32, 64 or 128 byte segment, depending on data type) • Find other active threads requesting addresses within that segment and coalesce • Reduce transaction size if possible • Access memory and mark threads as “inactive” • Repeat until all threads in half-warp are serviced *Includes Tesla and GTX platforms as well as new Linux machines! CS6235 11" L6: Memory Hierarchy IV CS6235 12" L6: Memory Hierarchy IV 3 1/28/13 Memory Layout of a Matrix in C Protocol for most systems (including lab6 machines) even more restrictive M0,0 M1,0 M2,0 M3,0 Access direction in Kernel code • For compute capability 1.0 and 1.1 – Threads must access the words in a segment in sequence – The kth thread must access the kth word – Alignment to the beginning of a segment becomes a very important optimization! Consecutive threads will access different rows in memory. M0,1 M1,1 M2,1 M3,1 Each thread will require a different memory … operation. M0,2 M1,2 M2,2 M3,2 M0,3 M1,3 M2,3 M3,3 Time Period 2 T1 T2 T3 T4 Time Period 1 T1 T2 T3 T4 M Odd: But this is the RIGHT layout for a conventional multi-core! M0,0 M1,0 M2,0 M3,0 M0,1 M1,1 M2,1 M3,1 M0,2 M1,2 M2,2 M3,2 M0,3 M1,3 M2,3 M3,3 13" L6: Memory Hierarchy IV CS6235 © David Kirk/NVIDIA and Wen-mei W. Hwu, 2007 ECE 498AL, University of Illinois, Urbana-Champaign Memory Layout of a Matrix in C Access direction in Kernel code M0,0 M1,0 M2,0 M3,0 M0,1 M1,1 M2,1 M3,1 M0,2 M1,2 M2,2 M3,2 M0,3 M1,3 M2,3 M3,3 Time Period 1 Time Period 2 T1 T2 T3 T4 T1 T2 T3 T4 M … 14" L6: Memory Hierarchy IV How to find out compute capability Each thread in a halfwarp (assuming rows of 16 elements) will access consecutive memory locations. See Appendix A.1 in NVIDIA CUDA Programming Guide to look up your device. GREAT! All accesses are coalesced. Linux lab, most CADE machines and Tesla cluster are Compute Capability 1.2 and 1.3. With just a 4x4 block, we may need 4 separate memory operations to load data for a half-warp. Fermi machines are 2.x. Also, recall “deviceQuery” in SDK to learn about features of installed device. M0,0 M1,0 M2,0 M3,0 M0,1 M1,1 M2,1 M3,1 M0,2 M1,2 M2,2 M3,2 M0,3 M1,3 M2,3 M3,3 © David Kirk/NVIDIA and Wen-mei W. Hwu, 2007 ECE 498AL, University of Illinois, Urbana-Champaign 15" L6: Memory Hierarchy IV CS6235 16" L6: Memory Hierarchy IV 4 1/28/13 Alignment • Addresses accessed within a half-warp may need to be aligned to the beginning of a segment to enable coalescing – An aligned memory address is a multiple of the memory segment size – In compute 1.0 and 1.1 devices, address accessed by lowest numbered thread must be aligned to beginning of segment for coalescing – In future systems, sometimes alignment can reduce number of accesses CS6235 17" L6: Memory Hierarchy IV More on Alignment • Objects allocated statically or by cudaMalloc begin at aligned addresses – But still need to think about index expressions • May want to align structures struct __align__(8) { float a; float b; }; CS6235 What Can You Do to Improve Bandwidth to Global Memory? • Think about spatial reuse and access patterns across threads – May need a different computation & data partitioning – May want to rearrange data in shared memory, even if no temporal reuse (transpose example) – Similar issues, but much better in future hardware generations CS6235 19" L6: Memory Hierarchy IV struct __align__(16) { float a; float b; float c; }; 18" L6: Memory Hierarchy IV Bandwidth to Shared Memory: Parallel Memory Accesses • Consider each thread accessing a different location in shared memory • Bandwidth maximized if each one is able to proceed in parallel • Hardware to support this – Banked memory: each bank can support an access on every memory cycle CS6235 20" L6: Memory Hierarchy 4 5 1/28/13 Shared memory bank conflicts How addresses map to banks on G80 • Each bank has a bandwidth of 32 bits per clock cycle • Successive 32-bit words are assigned to successive banks • G80 has 16 banks – So bank = address % 16 – Same as the size of a half-warp • Shared memory is as fast as registers if there are no bank conflicts • The fast case: – If all threads of a half-warp access different banks, there is no bank conflict – If all threads of a half-warp access the identical address, there is no bank conflict (broadcast) • The slow case: – Bank Conflict: multiple threads in the same half-warp access the same bank – Must serialize the accesses – Cost = max # of simultaneous accesses to a single bank • No bank conflicts between different halfwarps, only within a single half-warp 21" L6: Memory Hierarchy IV 22" L6: Memory Hierarchy IV Bank Addressing Examples • No Bank Conflicts – Linear addressing stride == 1 • Bank Addressing Examples No Bank Conflicts – Random 1:1 Permutation Thread 0 Thread 1 Thread 2 Thread 3 Thread 4 Thread 5 Thread 6 Thread 7 Bank 0 Bank 1 Bank 2 Bank 3 Bank 4 Bank 5 Bank 6 Bank 7 Thread 0 Thread 1 Thread 2 Thread 3 Thread 4 Thread 5 Thread 6 Thread 7 Bank 0 Bank 1 Bank 2 Bank 3 Bank 4 Bank 5 Bank 6 Bank 7 Thread 15 Bank 15 Thread 15 Bank 15 © David Kirk/NVIDIA and Wen-mei W. Hwu, 2007 ECE 498AL, University of Illinois, Urbana-Champaign 23" L6: Memory Hierarchy IV • 2-way Bank Conflicts – Linear addressing stride == 2 Thread 0 Thread 1 Thread 2 Thread 3 Thread 4 Thread 8 Thread 9 Thread 10 Thread 11 • 8-way Bank Conflicts – Linear addressing stride == 8 Bank 0 Bank 1 Bank 2 Bank 3 Bank 4 Bank 5 Bank 6 Bank 7 Thread 0 Thread 1 Thread 2 Thread 3 Thread 4 Thread 5 Thread 6 Thread 7 Bank 15 Thread 15 © David Kirk/NVIDIA and Wen-mei W. Hwu, 2007 ECE 498AL, University of Illinois, Urbana-Champaign x8 x8 Bank 0 Bank 1 Bank 2 Bank 7 Bank 8 Bank 9 Bank 15 24" L6: Memory Hierarchy IV 6 1/28/13 Putting It Together: Global Memory Coalescing and Bank Conflicts Matrix Transpose (from SDK) _global__ void transpose(float *odata, float *idata, int width, int height) { odata and idata in Let’s look at matrix transpose Simple goal: Replace A[i][j] with A[j][i] Any reuse of data? Do you think shared memory might be useful? • • • • 25" L6: Memory Hierarchy IV global memory int xIndex = blockIdx.x * TILE_DIM + threadIdx.x; int yIndex = blockIdx.y * TILE_DIM + threadIdx.y; int index_in = xIndex + width * yIndex; int index_out = yIndex + height * xIndex; for (int r=0; r < nreps; r++) { for (int i=0; i<TILE_DIM; i+=BLOCK_ROWS) { // read the element // write the transposed element to global memory odata[index_out+i] = idata[index_in+i*width]; } } CS6235 Coalesced Matrix Transpose – No Shared Memory Bank Conflicts Coalesced Matrix Transpose _global__ void transpose(float *odata, float *idata, int width, int height) { __shared__ float tile[TILE_DIM][TILE_DIM]; _global__ void transpose(float *odata, float *idata, int width, int height) { __shared__ float tile[TILE_DIM][TILE_DIM+1]; odata and idata in } 26" L6: Memory Hierarchy IV odata and idata in // read the matrix tile into shared memory global memory int xIndex = blockIdx.x * TILE_DIM + threadIdx.x; int yIndex = blockIdx.y * TILE_DIM + threadIdx.y; int index_in = xIndex + (yIndex)*width; // read the matrix tile into shared memory global memory int xIndex = blockIdx.x * TILE_DIM + threadIdx.x; int yIndex = blockIdx.y * TILE_DIM + threadIdx.y; int index_in = xIndex + (yIndex)*width; xIndex = blockIdx.y * TILE_DIM + threadIdx.x; yIndex = blockIdx.x * TILE_DIM + threadIdx.y; int index_out = xIndex + (yIndex)*height; xIndex = blockIdx.y * TILE_DIM + threadIdx.x; yIndex = blockIdx.x * TILE_DIM + threadIdx.y; int index_out = xIndex + (yIndex)*height; for (int r=0; r < nreps; r++) { for (int i=0; i<TILE_DIM; i+=BLOCK_ROWS) { tile[threadIdx.y+i][threadIdx.x] = idata[index_in+i*width]; } __syncthreads(); // write the transposed matrix tile to global memory for (int i=0; i<TILE_DIM; i+=BLOCK_ROWS) { odata[index_out+i*height] = tile[threadIdx.x][threadIdx.y+i]; } } CS6235 27" L6: Memory Hierarchy IV Rearrange in shared memory and write back efficiently to global memory } for (int r=0; r < nreps; r++) { for (int i=0; i<TILE_DIM; i+=BLOCK_ROWS) { tile[threadIdx.y+i][threadIdx.x] = idata[index_in+i*width]; } __syncthreads(); // write the transposed matrix tile to global memory for (int i=0; i<TILE_DIM; i+=BLOCK_ROWS) { odata[index_out+i*height] = tile[threadIdx.x][threadIdx.y+i]; } } CS6235 Rearrange in shared memory and write back efficiently to global memory 28" L6: Memory Hierarchy IV 7 1/28/13 Further Optimization: Partition Camping Performance Results for Matrix Transpose (GTX280) • A further optimization improves bank conflicts in global memory • But has not proven that useful in codes with additional computation • Map blocks to different parts of chips int bid = blockIdx.x + gridDim.x*blockIdx.y; by = bid%gridDim.y; bx = ((bid/gridDim.y)+by)%gridDim.x; SDK-prev: all optimizations other than partition camping CHiLL: generated by our compiler SDK-new: includes partition camping 29" L6: Memory Hierarchy IV 30" L6: Memory Hierarchy IV Summary of Lecture • Completion of bandwidth optimizations – Global memory coalescing – Alignment – Shared memory bank conflicts – “Partitioning camping” • Matrix transpose example CS6235 31" L6: Memory Hierarchy IV 8